News & Development Blog

Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.

Throwing as been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.

reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.

auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.

Rolling now slows down reloading by a significant amount..

Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.

Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.

Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.

increased price of matter army issue from 250 to 275.

switched price of spike bow and price for spike bow repeater

Sliding backwards up walls is now possible.

Made air rolling backwards as easy as rolling backwards.

Changed weapons on smooth jazz.

The Plus can now be moved with explosions and applied force.

Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.

Stick Grenade and Grenade now cost 15 instead of 16.

Improved the handling of the boomerang, also made it harder to hit with bullets.

Added bird wing and breathing sounds and animations for when out of energy

Activated tile physics can now hurt actors!

Elevators can now crush enemies if squished by them.

Increased reload times for bird and shroom as well as lesser recoil recovery speed.

Altered layout and weapons and ai paths on cannon arena.

Missles have slightly more bullet time associated with it.

new map by frall called voodoo!

Bug-fixes:

Blowing up by a bomb no longer screws up the next life.

Fixed crash with trying to join a controller with a removed preset

Plasma assault upgrade names

Fixed stage selection loading everything too early.

Shop windows could be outside of level

laser pointer getting smoke as laser pointer.

fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.

Bounced and deflected projectiles now correctly generate bullet time

Fixed left gas bouncer in position on windy valley.

Added repair broken weapon ai.

Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.

Max upgrade level upgrades could be left in the upgrade bench.

Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.

Fixed not being able to arrange bots into teams a second time without restarting the game.

Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.

Strange rolling down wall and then not being able to slide up it again bug fixed.

fixed buying weapon, buying upgrade, and then buying the same type of gun again.

improved transition to main menu with transparent menu disabled.

fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.

added suicide distance ai to grenades.

Bots should not drop plug for the purpose of throwing it against projectiles now.

Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.

reload animations to shroom and bird.

shroom not sticking to ground after punch anymore as well as wall climbing more reliable.

the switches for the doors on the survival maps are now only usable by players.

fixed mouse being visible when it shouldn

We have put together a new version for Cobalt! This update has a number of changes to how certain aspects of the game works, which will be interesting to hear what you think about! We would also love to hear if any color-blind people out there find the color blind modes useful that we added in this version!

Full change-list after the jump!

Alterations:

Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down your roll a lot making you vulnerable, but it also gives you very interesting control mechanics.

Throwing has been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.

reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.

auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.

Rolling now slows down reloading by a significant amount..

Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.

Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.

Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.

increased price of matter army issue from 250 to 275.

switched price of spike bow and price for spike bow repeater

Sliding backwards up walls is now possible.

Made air rolling backwards as easy as rolling backwards.

Changed weapons on smooth jazz.

The Plus can now be moved with explosions and applied force.

Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.

Stick Grenade and Grenade now cost 15 instead of 16.

Improved the handling of the boomerang, also made it harder to hit with bullets.

Very Nice! I’m excited for the extended Safety House, as I’m looking forward to more solo features. Deathmatch and Capture the Plug aren’t so good when you’re the only one you know with the game… Looking forward to AI on tjose modes. Campaign seems interesting, but Survival and AI are the most anticipated features for me. For now, I just practice in Survival.

A new update, and a new bug, like in 1.0.1 update, i found another bug, in 1.0.1, the bomb (or atomic bomb!) when explode, let the game with slow motion sounds, but the game runs normal, and a few seconds after, game.exe stoped to work!
Now, in 1.0.2, when i play in safest gate, the left door dont lock!
How i can survive for more time now?